I'm curious to know, when designing new RPGs, once the basic idea is decided upon, what is a useful design priority to follow.
Here's what I have been trying as an example:
1. Attributes and Skills, or equivilent
2. Derived Attributes and How To Calculate Them
3. Some, not all, Special Systems
4. How to build a character
5. ...
At the moment, I'm stuck trying to figure out if I'm missing something by step 4, or if I need to fully plan step 5 and onwards. (Hopefully what gets posted here can help other designers as well as me.)
Figured I'd give a bit more detailed post to explain my thought process, and what I'm getting at with this thread.
Since all characters in RPGs have a skeleton to them by way of Stats, I would start my design process (Step #1) with the core aspects of a character. D&D 3.5, the edition I started with, began with deciding on a class, rolling 3/4D6 to decide Attributes, and then deciding on Skills based on which Class was chosen. Since my game has no classes, only creature lines similar to Old/New World of Darkness, I'd start by coming up with the Attributes and Skills.
In this case, 7 Attributes and 24 to 28 Skills.
For Step #2, I would decide on what Derived Attributes all characters would have and how to calculate them. In my case, the Derived Attributes are things like Attribute Dice (When rolling 3D6, certain sets of three numbers, like 11, 12, and 13, mean you get a set number of dice to roll when that Stat is tested), Base Skill Points (If your character during creation is aged 18/19, you get only 12 Skill Points, then certain age thresholds from there give more), and Health (Similar to Skill Points, age determines the starting pool). There are other aspects to this that came into play later.
For Step #3, because I now have the basics for a human template, I can begin adding Special Systems directly related to the creatures a player can choose from. These get some basic mechanics as well. Example: Control Shape for Werewolves (New and Young Werewolves begin with a pool of 5 dice, which decreases with age and moon cycles. All dice must roll a certain threshold (5) or higher to cause a shift. Getting slapped or feeling like your life is in peril drops this to 4. If something is making you upset or angry, raise this target to 6.)
Once the basic Special Systems are decided on, I went to Step #4. This is when I started making slight alterations to what was done in Step #2, things like adding extra Skill Points based on the number of Attribute Dice for certain Attributes, and making some refinements to creature specific abilities/stats (more Health and slight instant regeneration for Werewolves after and while changing shape).
This is where I'm at, and why I asked is it better to get the initial four steps as good as I can before moving on, or should I move on and just keep in mind "Edit It Later".